sampler2D sprite;
float blurAmount = 0.015;

float4 Horizontal(float2 pixel : TEXCOORD0) : COLOR0
{	
	float4 color = 0;
	float2 offset = 0;
	int count = 13;
	int index = -6;

	for(int i = 0; i < count; i++)
	{
		offset.x = index * blurAmount;
		color += tex2D(sprite, pixel - offset);
		index++;
	}
	color /= count;

	return color;
}
float4 Vertical(float2 pixel : TEXCOORD0) : COLOR0
{	
	float4 color = 0;
	float2 offset = 0;
	int count = 13;
	int index = -6;

	for(int i = 0; i < count; i++)
	{
		offset.y = index * blurAmount;
		color += tex2D(sprite, pixel - offset);
		index++;
	}
	color /= count;

	return color;
}

technique Technique1
{
	pass Pass1
	{
		PixelShader = compile ps_2_0 Horizontal();
	}
	pass Pass2
	{
		PixelShader = compile ps_2_0 Vertical();
	}
}
